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A jam submission

Neurostrike 2090View game page

The year is 2090 and AI controls Humanity its Time to Strike Back
Submitted by MSE Europe — 89 days, 15 hours before the deadline
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Neurostrike 2090's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#43.5003.500
Visuals#53.5003.500
Metroidvania#63.5003.500
Overall#73.1003.100
Enjoyment#102.5002.500
Execution#112.5002.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team/Developer
Molten Steel Europe

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Comments

Submitted

I played this game for a little bit. Honestly, the movement is a little frustrating. It is difficult to control the player, the jump is not precise. Also, the combat feels wrong, since there is not much I can do to defend myself against projectiles. 
The art is very nice! Work on the core mechanics, and you can build a nice product

Developer(+1)

Hi thank you for your honest feedback, the jump precision has been mentioned a couple of times and of course I will polish this part of the game when I have finished building out the first area . (so far I'm about 40% through) I try to add new parts and enemies per major build.  Allot of what's on there at the moment is being iterated throughout my development and is currently on its fledgling phase so all controls will be iterated upon as I progress. 

Regarding the projectile issue, personally I don t mind how it works right now as I haven't implemented the shield mod yet and this will be the defense our player needs against projectiles. Your player will also become less squishy as you progress with health boosters etc 

Thank you and hope you continue to follow the progress , 

Submitted

I played this one for quite a while, as you've really built out a large playing area, nice work!  There's a lot to like -- nice variety of enemy characters, a nice variety of physical environments, good animations, enemy controllers work well, the directional fire worked well for different challenges, and I like how your music seems to have different variations on a theme.  I also enjoyed the world-building art (multi-screen setups, flowing sewage, etc.), and the sound effects are great, too.  Nice!  I wasn't totally sure if I covered everything in the game, but after beating the big rat and using grenades to open doors, I ended up in one empty dead-end area I couldn't get out of, and also explored the multi-floor elevator area where there was a savepoint and the other 5 or so floors were empty, so I figured I was reaching the "in progress" areas.

Some feedback that I hope is helpful: (1)  the jump mechanics felt a little difficult to maneuver and I don't think I ever totally got comfortable.  When I push left or right while in air, it seems like it gives me a pre-determined amount of horizontal movement, as opposed to allowing me to continuously control my character's lateral movement by holding down or letting off the horizontal keys.  There was also occasionally a bit of a sliding effect when I'd land that I had trouble controlling -- not sure what makes it happen or not.  (2).  I would set up the keys meant to be used frequently (jump, shoot, dash, grenade?) along a single line -- e.g., the common C-X-Z-Shift grouping.  Because the constantly-used control and space (shoot/jump) keys are so far away from the dash, punch and grenade keys, I played this game without using dash or punch almost at all, and used grenades only to open doors.  I would also echo what others have said, which is that I'd love to see up/down used to initiate ladder climbing rather than a separate key -- even if that means you can't shoot downward while standing on a ladder.  Finally, Control+arrow is a preset shortcut on my computer that moves the game off-screen and shows my desktop (I didn't know that until now), so I'd avoid using Control as one of the gameplay keys.  (3) I think "coyote time" would be a good addition.

Sorry to write so much, but I see you put a lot of work into this and I played it a bunch, so I wanted to provide meaningful feedback.  Nice work!!

Developer

Thanks for the great feedback as always i take all feedback in and i add as much as i can to my builds. I am having allot of fun working on this game (though there have been life things slowing me down) and when i read comments like "I played this for quite a while" and "Theres allot to like" it makes all the work feel worthwhile, also i really dont mind long posts. In fact this is great beacause being a solo dev on this project the more in depth a review is the more notes i can take and ultimately the better the game gets. So lets go over everything 

  1. The jump mechanics
    1. This has been a particular problem area i wanted to make a jump controller that feels more like classic snes games and for the most part i achieved this, but i do get feedback allot on this so maybe i will look into an alternative algorithm for this
  2. Key Bindings / General control:
    1. *facepalm* This is the other ongoing issue, i can only appologise, as i am a controller player (I use a ps4 controller) i often forget to consider keyboard controlls. I often tell myself "Dont worry when i add a keybind editor this will be no longer a problem" and i end up putting it on the back burner and not giving it any love, however logically i like the keybinds that you suggested and il test it out on the following builds
    2. The ladder climb key, i appreciate the feedback on this one and previously i have toyed with this idea however as stated the directional shoot would cause problems if i did this and as the enemies are often very mobile and having the player sudenly start to climb a ladder when when aiming at an enemy this could cause more frustration. If in future i can work out a good solution for this then i would certainly add this in
    3. Sliding is another facepalm moment for me, I cant seem to work out why this is happening i have tried multiple solutions and hacks but still seems to happen, its probably something simple and im just making a mountain out of a mole hill but i really want to squish this bug as boy is it annoying
  3. Coyote Jump
    1. thanks for this suggestion I will look into impementing this as i think it could be very useful for certain puzzles
  4. Empty Spaces
    1. in short absolutely these are work in progress areas for this zone, the multifloor elevator area is a new area coming soon which enables the player to acquire the dash ability, and the lower area is where the player will acquire another Mod (Sorry Spoilers)

Hope this coveres everything, I am really glad you like my music and how its themed this is a boost to me as i really struggle with synthwave music as it tends to sound to happy which is not a good look for a gritty cyberpunk style world, indeed it is themed as this is a way of making it identifyable with this game and less generic. I like how you find the enemy controllers work well and that their behaviours of each one is different, this is exactly what i am going for each enemy type has its own challenge to overcome making gameplay varied and masterable (probably not a real word) 

I hope you stay with this project and watch how it continues to evolve over the coming months and hope I can cover your suggestions for future builds, also if you can get hold of one i highly recomend the ps4 controller to play this game, thanks so much